now don't start throwing things... but... how does github work? i'm really a noob with this kinda stuff, like what does clone to desktop do... etc etc...

noticed that the rpg was still in the src, but no rpg.bat... are you going to link the two somehow? what is your target size? i can't seem to find the size listed (small monthly download plateau)... i might be able to do some little tedious type stuff for you... (like moving aard and hirato to textures for example and changing menu's to suit)

wow... (downloaded the 20mb zip) you really are starting from bare bones and rebuilding from the bottom up... in my alpha i tried going from the bottom up, but not being a programmer found it too difficult, so i went from the top down and got the core elements down to 80-100mb pretty quick using the already built 2.7.1 game... (i replaced the particles with the sauer particles and i think the water materials too)

Yeah it is super barebones haha. The reason why I am doing it like that is so I can update it more easily with the Cube 2 SVN. I'm hoping to be able to pull from 2.7.1 what features I like but we'll see how that turns out. I think the main thing is the menus anyway. You are more than welcome to help in any way that you would like even if it is just ideas. I was planning on making things more simple and not having the RPG mode at all. I really want to focus on the creation and ease of use aspects and maintaining two codebases isn't fun. I do really like the "Master Chef Ogro" scripting system and maybe I can import that over at some point. I'm not much of a coder myself so we'll see what happens. The lady who works on Sabicube is interested in working with me too which is neat and it looks like she will let me add in her fishing system which I'm sure the kids will love. The main thing is I'm trying to have fun with it and also have the kids help be a part of it and make it so I can maintain the project myself if need be whereas 2.7.1 so much was done trying to merge in changes from Cube 2 would be tough. Take care!-mike

Edit - sorry missed your question before. Clone to desktop is if you are using Git but you can also use Subversion which is what I'll most likely be using. You can download tortoisesvn for free or even tortoisegit if you like that better. If there are features of the RPG that you like perhaps they could be merged into the main one. I really want to only have one though since that greatly simplifies things. The download is around 50 MB I believe. Once you have it downloaded with git or SVN you'll only have to download future updates to actual files instead of the whole thing again.

// special feature is that its mostly *modeless*: you can use this menu while playing, without turning menus on or off// implementationwise, it is *stateless*: it keeps no internal gui structure, hit tests are instant, usage & implementation is greatly simplified

Thanks for the heads up about the themes! One great thing about using svn or git is that you can actually compare files and it will show you the differences. So I'll actually be able to compare 2.7.x vs the github repo. If you want to make a github name I would be happy to add you since I think we have the same goal, usability. There is also an old game mode from the Cube 2 community I would like to add that features grappling hooks and freeze tag. I think the kids would absolutely love it! With the grappling hook stuff we could eventually even make it feel like webslinging like Spiderman which was one of my favorite things to do in a Halflife 1 mod I worked on.

Thanks again for all the feedback and insight! I hope you have a wonderful day!-mikePS I'm not sure how much I'll get done this weekend, I have a terrible cold but I do want to get it at least kid friendly so the kids can use it at school next week.PPS Have you tried Sabicube? It is on Moddb. She made an npc system and inventory, fishing, etc, all in FPS mode, pretty neat! Though it is for single player.

yeah, i just took a look at it (Sabicube)... might just take a longer gander at it

agreed... when i was playing with UDK, it was basically an fps that, with a little scripting, could play like an rpg... it is in the realm of possibility... well i'm off to play with loading screens and stuff lol... have a good weekend... stev

EDIT:

(sigh)... it's Linux based, which i don't have ... but... if she can do here (on windows) what she did there... the possibilities are endless...

You can compile windows binaries. I did so without much effort. I could probably e-mail you the binaries too if need be Take care!-mikePS I'm working on testing out the theme stuff. I was wondering why it said "BanmeBanme" etc in your code and then it dawned on me haha.

EDIT - Also do you have a gmail account? Perhaps us three, me you and Sandie from Sabicube could all chat sometime

i just downloaded her 1.3 github (644mb) and i'm about to run the cbp... she really does have the right idea (imho), everything in the fps, so no need for duplication of effort or crossed wires... this is fun!!

yeah, i think i do have g-mail (it created automatically with youtube), but i never use it... besides, don't think i would have much to add, i'll just hang around the fringes ... ummm... secondary attack... i've looked at the rpg.cpp (i think thats where it is) and it looks pretty simple, but is probably more complex than it appears...

Right now we are mainly shooting e-mails back and forth with reply all but I think you would have a lot to offer since we are mainly discussing how to organize the gui. It is me, and two others and I know you have lots of great ideas for the gui. If you would like to join us please e-mail me at platinumarts@gmail.com Take care -mike

if you take a look at the change log for the collect edition of the cube release, if i recall correctly (lets just pick a number)... say there were 100 changes and improvements to the engine... 99 of them were in the fps engine... and 1 in the rpg... cube is an fps engine

so if you choose the rpg folder. you may as well just go back to the 2.7 justice edition and build from there...

of course its a lot more complicated than that, but i think sandi has done a lot of the heavy lifting showing that an rpg adventure can be built with all the bells and whistles from the fps... tex anim for example, at this time is only in the fps, etc etc...